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Messages - Stefan

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Why ? For the unreal amount of memory in OSD ?

Do you have link ?
I didn't mean you JegX, but the people on other websites who copy from here

The benchmark crashes on my system  :'(
Win7 64, GT 240 + GTS 250 + R197.45...
Hm, on my rig the old version of the benchmark crashed with recent drivers  ::)

Language select - just in case you can't read chinese ;D

Octane Render provides a true WYSIWYG (What you see is what you get) rendering environment that allows the user to focus on creating stunning images without bouncing back and forth between a modeling view and then waiting for a render to complete. The viewport on the screen IS the final render. Any changes to the scene are instantly updated on the screen allowing the user to tweak any setting and know immediately how the result looks.

The rendering engine in Octane Render uses the untapped muscle of the modern GPU (including multiple GPU's) to generate photo-real images in a fraction of the time compared to traditional, CPU based engines. With current GPU technology, Octane Render can produce final images 10 to 50 times faster than CPU unbiased render engines. Because it uses unbiased rendering techniques, the results are beautiful and lifelike. Users who want an even faster rendering experience can use Directlighting / Ambient Occlusion modes in Octane Render to produce biased renders.

New in Version 197.68: Added support for Tesla C2050.

Download here:

No OpenGL 3.3/4.0 support

Latest profiles added:
"Lead and Gold - Gangs of the Wild West", "Stone Giant demo", "Bulletstorm", "NewTek LightWave 3D", "Toy Story 3"

this driver stalls on finishing Furmark or Fluidmark; actually the harddisk is flickering, i assume the system writes a kernel dump  ???

NVIDIA, however, is making another move in the mobile GPU space, that takes things a step further, with the ultimate goal of unifying desktop and mobile GPU drivers.

Full story at HotHW


3D-Tech News Around The Web / OpenGL Extensions Viewer 3.22 available
« on: April 27, 2010, 12:31:16 AM »
OpenGL Extensions Viewer 3.22

Fixed OpenGL 3.x rendering
Fixed Forward Context 3.3 and 4.0
Added Uniform Blocks extensions caps

3D-Tech News Around The Web / Geeks can dance 2010
« on: April 26, 2010, 04:51:04 PM »
"Geeks can dance 2010" was a demo party last weekend in Berlin.
Download some demos at 4sceners

3D-Tech News Around The Web / Mandelbox
« on: April 26, 2010, 04:30:37 PM »
After the Mandelbulb, here is the Mandelbox.

Full story at Icare3D

The NBSymple code is a time-symplectic, parallel, code developed by R. Capuzzo-Dolcetta and A. Mastrobuono-Battisti to perform high precision N-body simulations.
It has been developed in various (five) versions, characterized by different levels of parallelization and different use of hardware resources.
Download the complete CPU+GPU NBSymple version.

Full story at Uni Roma


3D-Tech News Around The Web / ToMMTi-Systems SSAA-Tool v1.0
« on: April 25, 2010, 02:30:06 PM »
ToMMTi-Systems SSAA-Tool v1.0 has been released, with the following features:

- support for SSAA (defined by a user value from 0.0 to 999999.99999) (dx10-dx11)
- force tripple buffered rendering (dx8-dx11)
- force vsync rendering (dx8-dx11)
- simple SLI/CF FPS Limiter to reduce Microstuttering - the FPS can be defined by a user value (dx8-dx11)
- experimental option for rendering a game (dx8-dx11) via the reference rasterizer or for dx10 only, rendering via the WARP renderer

Please read the ReadMe.txt / LiesMich.txt to understand how to configure the Tool properly!

If it does not work, please disable the Steam Overlay, Fraps, XFire and all other Gaming Overlay Applications!


Executable download is fixed

Create desktop shortcuts with your favorite resolution like this:
... MetalKnightZeroClient.exe" -openautomate -debug -RESOLUTION  x

0  640480_16
1  640480_32
2  800600_16
3  800600_32
4  1024768_16
5  1024768_32
6  1152864_16
7  1152864_32
8  1280720_16
9  1280720_32
10 1280768_16
11 1280768_32
12 1280960_16
13 1280960_32
14 12801024_16
15 12801024_32
16 1360768_16
17 1360768_32
18 1600900_16
19 1600900_32
20 16001024_16
21 16001024_32
22 16001200_16
23 16001200_32
24 19201080_16
25 19201080_32
26 19201200_16
27 19201200_32
28 19201440_16
29 19201440_32
30 20481536_16
31 20481536_32
32 720480_16
33 720480_32
34 720576_16
35 720576_32
36 848480_16
37 848480_32
38 1088612_16
39 1088612_32
40 14001050_16
41 14001050_32
42 1280800_16
43 1280800_32
44 1440900_16
45 1440900_32
46 16801050_16
47 16801050_32

P.S: if s.o. knows the coder of "MSI Afterburner", show him this screenshot
P.P.S: those who copy my infos to other websites, link to the source next time

3D-Tech News Around The Web / SEGA Arcade - Borderbreak video demo
« on: April 24, 2010, 04:30:28 AM »
I have ignored the development of arcade machines over the last few years, so hear is a recent video of SEGA Borderbreak.

Yikes, that "Käfer" (beetle) is not a Volkswagen  ;D

Here are some of Blendelf key features:

- Fast development through LUA
- OpenGL renderer enabling crossplatform development and compatibility
- Dynamic visibility culling with hardware occlusion queries
- Completely shader based rendering architecture (Shader Model 3.0)
- Blender exporter
- Special effects like normal/parallax/specular mapping
- Post processing effects like Bloom and Depth of Field
- Keyframe animations
- Physics powered by Bullet Physics
- Built in GUI objects like labels, buttons and pictures
- Built in 3d and stereo audio support, support for OGG and WAV formats

BlendELF Physics Testing  video


Download video

Executable is broken atm, stay tuned for updates

3D-Tech News Around The Web / What's up with D3DCompiler_xx.DLL?
« on: April 22, 2010, 11:37:10 PM »
For most of the early evolution of the HLSL language, the compiler was part of the D3DX utility library (aka D3DX9). This compiler supported Shader Models 1.x, 2.0, and 3.0 for Direct3D 9 vertex shaders and pixel shaders. For Direct3D 10, the graphics team started a new compiler to support the demands of the new Direct3D 10 API with Shader Model 4.0 versions of vertex, pixel, and geometry shaders. Direct3D 10.x added Shader Model 4.1 variants. Direct3D 11 adds Shader Model 5.0 and two new classes of shaders for tessellation (hull & domain) shaders.

There have been two main consequences to this new HLSL compiler development effort.

Full story at MSDN

3D-Tech News Around The Web / An intro to modern OpenGL
« on: April 22, 2010, 11:35:12 PM »
OpenGL has been around a long time, and from reading all the accumulated layers of documentation out there on the Internet, it's not always clear what parts are historic and what parts are still useful and supported on modern graphics hardware. It's about time for a new OpenGL introduction that walks through the parts that are still relevant today.

An intro to modern OpenGL. Table of Contents

    * Chapter 1: The Graphics Pipeline
    * Chapter 2: Hello World: The Slideshow
          o Chapter 2.1: Buffers and Textures
          o Chapter 2.2: Shaders
          o Chapter 2.3: Rendering
    * Chapter 3: 3D transformation and projection

Keen Software House ltd. releases a new benchmarking demo for their game called Miner Wars. The demo is a non-interactive version of the game and features 4 different ingame animation sequences. This demo is mainly released to show a bit of the technology that we are using for the game and also to stress test the HW of the players interested in acquiring Miner Wars. The demo comes with an auto-updating utility and will be further upgraded to the single-player beta state in the coming weeks. Currently the game is in its alpha stage. All the graphics and sound present in the demo are subject to change. Miner Wars will require an internet connection to be played.

Benchmarking demo download:

Benchmarking demo torrent download:

Keen Software House is also releasing a new Teaser Trailer showing some of the game features and possible playstyles. The trailer was made by by capturing the gameplay and videos of our current alpha build. All the graphics and sounds are subject to change until the full release.

Teaser Trailer Download:

Download mirror at Gamers Hell

Press F12 for internal debugger

Version 3.1 of the SDK includes the latest improvements to CryENGINE 3 Sandbox

Frankfurt a. M. (Germany), 22 April 2010 – Today, Crytek is releasing version 3.1 of its CryENGINE®3 SDK. This is the first major upgrade to the award-winning all-in-one game development solution and includes many revolutionary features and innovative tools. CryENGINE 3.1 enhances the CryENGINE® Sandbox® toolset with a new Shader Editor showcased at GDC 2010, improved profiling tools to maximize performance and quality, upgrades to animation tools and the introduction of new features such as Procedural Deformation, Irradiance Volumes and physics-driven animations. All these features can be created with the unique Crytek “What You See Is What You Play” real-time pipeline, simultaneously across all supported platforms.

CryENGINE 3.1’s Blend Shader eradicates tiling of identical materials throughout games, without the need for large texture sets. A new Visual Budget System lets developers maximize performance and quality in their games, in real-time. Upgrades to the incorporated CryENGINE 3 Asset Browser ensure increased development speed for all designers and artists using CryENGINE Sandbox. Work has also been done to give directors and animators more control over their creations. The cut-scene and cinematic tool, TrackView, has been given a major overhaul, while the introduction of AnimGraph 1.5 not only facilitates access to parameters and blending values, but also features new tools that smoothly integrate animations with audio, particles, game events and effects.

Aside from the tools improvements, new features such as Light Propagation Volumes further enhance the already-impressive graphics of CryENGINE 3, making stunning interior, exterior and cinematic lighting effects possible in real-time. The powerful CryENGINE 3 Physics System now gives an unprecedented level of interaction with the game world by adding support for secondary damage effects from procedural destruction: deformation of materials in real-time, physics-driven hit reactions for animated characters in games and customized destruction for any material.

Further enhancements within CryENGINE 3.1 include optimizations in lighting and HDR, support for more artist-content creation tools, and improvements to CryENGINE® LiveCreate®, which allows real-time and simultaneous development of multiplatform games. Many of these are in response to the needs of the CryENGINE user community.

 “With the rendering power of CryENGINE 3 and the beautiful graphics and realism we showcase on PC, PS3 and Xbox 360, it can be easy to forget that the CryENGINE Sandbox tools are also state-of-the-art and the only 100% real-time toolset available today. We’ve always had a vast array of intelligent and efficient tools integrated with our all-in-one game engine and we continually improve these tools for the benefit of our licensees. The latest version of CryENGINE 3 includes some of the excellent work our tools team have produced since October, to make the creation of AAA games easier, more efficient and more enjoyable. At Crytek, we’re confident our tools match our engine power – and are the best in the business. Developers can easily evaluate the new version of CryENGINE 3 through our portal. Our dedicated support team is ready to help them discover how much fun they can have making amazing games in CryENGINE 3,” says Carl Jones, Director of Global Business Development CryENGINE.

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